Kenshi
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Sheks can be dangerous
   
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10 Sep, 2019 @ 6:31am
17 May, 2020 @ 10:39am
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Sheks can be dangerous

Description
This mod adds a new character to shek gate guards. He is a young shek with a poor attitude against Flatskins. If your character is part of a small squad, is a human, and they are weaker than this punk, expect him to attack your character. Sometimes a veteran Shek will apologize on behalf of his wayward brother and improve your relations slightly with the Shek.

You can also voluntarily talk to this Shek punk and pick a fight. That too will improve relations slightly. But keep in mind however a fight starts with this guy it calls the guards to fight your character and squad. Most likely the fight will end with an assault bounty and your character sitting in jail for a while. At least the shek are kind enough to heal their prisoners most of the time. Once your relations with the Shek reach a certain point the young punk will not automatically attack your character.

I don't recommend out-running the guards too far. I did come across a situation where I had my character run from Squin's gate but the guards still caught him and beat him up. But instead of taking him to prison they repeatedly picked him up, since he had a bounty, but then just dropped him on the ground - no healing him.

I also created a new game start that places a lone wanderer just outside Squin's gates. I created this mod because normally I view Shek towns as safe havens for a weak party and wanted to add a little spice to them.
6 Comments
Batrach 24 Sep, 2022 @ 4:05pm 
Have you considered instead having a custom NPC with the dialogue package that is part of another faction like Vagrants? If the Shek Kingdom is set to coexist with that faction I think it may prevent them from intervening in a fight with the player. They may then intervene on the player's side though, which presents some balance issues...

Its a really cool concept, just I think as it stands now the guards joining the fight is a bit of a stretch on lore, so you should probably put a repetition limit on it so that there isn't an incident nearly every time you head into a Shek city. 48 hours or even a week might be for the best.
victor1957 3 Jul, 2022 @ 11:38pm 
In the world of Kenshi, there is no race of flying ichthyanders with four arms. Two arms for the crossbow and the other two for the wings, but they need to be crafted. They live on islands and are the only ones who can mine marble from the bottom of the sea. Skeletons at this depth are flattened by pressure. Marble is needed for facing the buildings of nobles and faction leaders. Ichthyanders are in alliance with mermaids, but not with Disney mutants with a tail, but with Slavic slender legs.
Kenshi - Developer Toolkit [SHIFT]+[F12] https://www.youtube.com/watch?v=Y0Jv_Jvm0kw&t=2s
you can build an impregnable city without crooked walls anywhere in the world, including in the sea using primitive terraforming.
Faylein  [author] 22 Oct, 2019 @ 3:28am 
@Carmelo Yes, that is supposed to happen. Most of the time when you start a fight in a Shek town , the guards join in. You are not expected to win this duel unless your character (s) is very op. But keep in mind defeating multiple guards will worsen relations too. After defeating the young punk, you could run from the other guards but you will have to run for a while. I could possibly change the AI of the Shek guards but that would change them for all the Shek towns and could leave the town vulnerable to other NPC attacks since the guards wouldn't be responding to threats properly.
76561198059741954 18 Oct, 2019 @ 7:24pm 
i get attacked by shek guards once i accept a duel
Faylein  [author] 14 Sep, 2019 @ 8:12am 
thank you :)
Deathox120 13 Sep, 2019 @ 5:40pm 
thats a pretty cool encounter